analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill vehicle-artist --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill vehicle-artist -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill vehicle-artist -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill vehicle-artist -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill vehicle-artist -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill vehicle-artist -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill vehicle-artist -a windsurf -y
name: vehicle-artist description: Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: vehicle, car, truck, aircraft, plane, ship, boat, mech, tank, motorcycle, transit, chassis, bodywork related-skills: hard-surface, blender-modeler, materials, lod-pipeline, collision-proxy, export-pipeline
Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.
1. **Proportion blockout first** — Wheelbase, cabin, mass distribution 2. **Centerline symmetry** — Mirror early; break only for damage/wear 3. **Panel flow** — Seams follow stamped/assembled construction 4. **Functional readability** — Lights, intakes, doors, wheels read clearly 5. **Separate systems** — Body, wheels, glass, interior, lights as objects
Ortho refs → Chassis blockout → Body volumes → Wheel/suspension → Panel breaks → Booleans/cutters → Bevels → Glass/lights → Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export
| Object | Why | |--------|-----| | `SM_Vehicle_Body` | Main shell | | `SM_Vehicle_Wheel_*` | Spin / steer | | `SM_Vehicle_Glass` | Transparency / sorting | | `SM_Vehicle_Light_*` | Emissive materials | | `SM_Vehicle_Interior` | Cull on distant LODs |
| LOD | Focus | |-----|-------| | LOD0 | Full panels, interior if visible | | LOD1 | Simplified panels, remove micro | | LOD2 | Body + wheels + glass only | | LOD3 | Impostor / ultra-low hull |
Use `lod-pipeline` for generation and validation.
| Topic | Reference | Load When | |-------|-----------|----------| | Proportion Blockout | `references/proportion-blockout.md` | When needed | | Vehicle Object Split | `references/vehicle-object-split.md` | When needed | | Vehicle Lod Targets | `references/vehicle-lod-targets.md` | When needed |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
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